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Completed

NCT Number: NCT07479342

Effect of Gamification on Orthodontic Knowledge Retention Among Dental Students

The goal of this clinical trial is to find out if a modern teaching method: Gaming can be used as an effective teaching tool to impart knowledge of orthodontics to final year students of dentistry as compared to another popular teaching method: Large Group Interactive Session (LGIS). Researchers will compare gaming technique to large group interactive session (already used to teach the participants). Half the participants will sit in a LGIS and the other half will play a board game on the same knowledge and comparison will be done on who gained more knowledge using a questionnaire/ test at three time points: 1)before study, 2)during study and 3)after study.

The main question the study aims to answer is :

Is Gamification better than Large group interactive session when teaching difficult topics to final year students of dentistry.

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Key information

Sex eligibility

All sexes

Study type

Interventional

Phase

Not applicable

Primary location

Foundation University Islamabad

Islamabad, Federal, 44000, Pakistan

About this study

A class of 50 students of final year Dentistry will be randomly divided into two groups: Control Group: LGIS in a lecture hall , Study Group: Gamification in a tutorial room. Both groups will be imparted the same knowledge on the same topic: Removable Appliances in Orthodontics.

The Gamification group will play a specially designed board game the total knowledge gained/retained by both groups at the end will be assessed by a questionnaire

Who can participate

Healthy volunteers accepted: No

Only the study team can determine whether someone qualifies for participation.

Inclusion criteria

students of final year BDS, FUCD&H

Exclusion criteria

Students absent in class students that don't consent to the research

Treatment and study plan

Gamification

Other

Modern Teaching Method

LGIS

Other

conventionally used teaching method

Primary outcomes

  1. The Gain of Knowledge and Retention of Knowledge through a test

    Time frame: 2 months

    The test will have 10 questions and will be scored from 1-10. 1 being minimum score and 10 maximum. If a students gets 1-4 score it will be considered no knowledge has been gained or retained. A score of 5 or more will be considered gain/retention in knowledge

Secondary outcomes

  1. Retention of knowledge after gamification vs large group interactive session

    Time frame: 2 months

    knowledge retention will be assessed by giving the same test to the students after 1 month and comparing the scores with the previous scores

Sponsors and collaborators

Lead sponsor

Foundation University Islamabad

Other

Registry information

Official study title

The Effect of Gamification on the Knowledge of Removable Appliances in Orthodontics: A Randomized Control Trial

Important dates

Study start
2025
Primary completion
2025
Study completion
2025
First posted
Mar 18, 2026
Registry last updated
Jun 17, 2026

OpenTrials presents study information sourced from ClinicalTrials.gov. The official registry record should be consulted for the latest information.

View the official ClinicalTrials.gov record (opens in a new tab)

This listing is for discovery and informational purposes only. It is not medical advice, does not guarantee that a study is recruiting, and does not determine eligibility. Contact the study team and a qualified healthcare professional when considering participation.

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